Insert primitives associated with views from a previous scene

This commit is contained in:
Antonio Scandurra 2024-01-10 10:50:16 +01:00
parent 0c6d107740
commit 881c532256
5 changed files with 164 additions and 108 deletions

View file

@ -2,7 +2,7 @@ use crate::{seal::Sealed, AppContext, Context, Entity, ModelContext};
use anyhow::{anyhow, Result};
use derive_more::{Deref, DerefMut};
use parking_lot::{RwLock, RwLockUpgradableReadGuard};
use slotmap::{SecondaryMap, SlotMap};
use slotmap::{KeyData, SecondaryMap, SlotMap};
use std::{
any::{type_name, Any, TypeId},
fmt::{self, Display},
@ -21,6 +21,12 @@ use collections::HashMap;
slotmap::new_key_type! { pub struct EntityId; }
impl From<u64> for EntityId {
fn from(value: u64) -> Self {
Self(KeyData::from_ffi(value))
}
}
impl EntityId {
pub fn as_u64(self) -> u64 {
self.0.as_ffi()

View file

@ -144,6 +144,8 @@ impl DispatchTree {
if source_node.parent != Some(*source_ancestor) {
source_stack.pop();
self.pop_node();
} else {
break;
}
}
@ -159,6 +161,7 @@ impl DispatchTree {
}
while !source_stack.is_empty() {
source_stack.pop();
self.pop_node();
}

View file

@ -1,9 +1,9 @@
use crate::{
point, AtlasTextureId, AtlasTile, Bounds, ContentMask, Corners, Edges, Hsla, Pixels, Point,
ScaledPixels, StackingOrder,
point, AtlasTextureId, AtlasTile, Bounds, ContentMask, Corners, Edges, EntityId, Hsla, Pixels,
Point, ScaledPixels, StackingOrder,
};
use collections::BTreeMap;
use std::{fmt::Debug, iter::Peekable, mem, slice};
use collections::{BTreeMap, FxHashSet};
use std::{fmt::Debug, iter::Peekable, slice};
// Exported to metal
pub(crate) type PointF = Point<f32>;
@ -14,7 +14,7 @@ pub type LayerId = u32;
pub type DrawOrder = u32;
#[derive(Default)]
pub(crate) struct SceneBuilder {
pub struct Scene {
layers_by_order: BTreeMap<StackingOrder, LayerId>,
orders_by_layer: BTreeMap<LayerId, StackingOrder>,
shadows: Vec<Shadow>,
@ -26,57 +26,46 @@ pub(crate) struct SceneBuilder {
surfaces: Vec<Surface>,
}
impl SceneBuilder {
pub fn build(&mut self) -> Scene {
let mut orders = vec![0; self.layers_by_order.len()];
for (ix, layer_id) in self.layers_by_order.values().enumerate() {
orders[*layer_id as usize] = ix as u32;
}
impl Scene {
pub fn clear(&mut self) {
self.layers_by_order.clear();
self.orders_by_layer.clear();
self.shadows.clear();
self.quads.clear();
self.paths.clear();
self.underlines.clear();
self.monochrome_sprites.clear();
self.polychrome_sprites.clear();
self.surfaces.clear();
}
for shadow in &mut self.shadows {
shadow.order = orders[shadow.layer_id as usize];
}
self.shadows.sort_by_key(|shadow| shadow.order);
pub fn paths(&self) -> &[Path<ScaledPixels>] {
&self.paths
}
for quad in &mut self.quads {
quad.order = orders[quad.layer_id as usize];
}
self.quads.sort_by_key(|quad| quad.order);
for path in &mut self.paths {
path.order = orders[path.layer_id as usize];
}
self.paths.sort_by_key(|path| path.order);
for underline in &mut self.underlines {
underline.order = orders[underline.layer_id as usize];
}
self.underlines.sort_by_key(|underline| underline.order);
for monochrome_sprite in &mut self.monochrome_sprites {
monochrome_sprite.order = orders[monochrome_sprite.layer_id as usize];
}
self.monochrome_sprites.sort_by_key(|sprite| sprite.order);
for polychrome_sprite in &mut self.polychrome_sprites {
polychrome_sprite.order = orders[polychrome_sprite.layer_id as usize];
}
self.polychrome_sprites.sort_by_key(|sprite| sprite.order);
for surface in &mut self.surfaces {
surface.order = orders[surface.layer_id as usize];
}
self.surfaces.sort_by_key(|surface| surface.order);
Scene {
shadows: mem::take(&mut self.shadows),
quads: mem::take(&mut self.quads),
paths: mem::take(&mut self.paths),
underlines: mem::take(&mut self.underlines),
monochrome_sprites: mem::take(&mut self.monochrome_sprites),
polychrome_sprites: mem::take(&mut self.polychrome_sprites),
surfaces: mem::take(&mut self.surfaces),
pub(crate) fn batches(&self) -> impl Iterator<Item = PrimitiveBatch> {
BatchIterator {
shadows: &self.shadows,
shadows_start: 0,
shadows_iter: self.shadows.iter().peekable(),
quads: &self.quads,
quads_start: 0,
quads_iter: self.quads.iter().peekable(),
paths: &self.paths,
paths_start: 0,
paths_iter: self.paths.iter().peekable(),
underlines: &self.underlines,
underlines_start: 0,
underlines_iter: self.underlines.iter().peekable(),
monochrome_sprites: &self.monochrome_sprites,
monochrome_sprites_start: 0,
monochrome_sprites_iter: self.monochrome_sprites.iter().peekable(),
polychrome_sprites: &self.polychrome_sprites,
polychrome_sprites_start: 0,
polychrome_sprites_iter: self.polychrome_sprites.iter().peekable(),
surfaces: &self.surfaces,
surfaces_start: 0,
surfaces_iter: self.surfaces.iter().peekable(),
}
}
@ -135,47 +124,98 @@ impl SceneBuilder {
next_id
}
}
}
pub struct Scene {
pub shadows: Vec<Shadow>,
pub quads: Vec<Quad>,
pub paths: Vec<Path<ScaledPixels>>,
pub underlines: Vec<Underline>,
pub monochrome_sprites: Vec<MonochromeSprite>,
pub polychrome_sprites: Vec<PolychromeSprite>,
pub surfaces: Vec<Surface>,
}
pub fn insert_views_from_scene(&mut self, views: &FxHashSet<EntityId>, prev_scene: &mut Self) {
for shadow in prev_scene.shadows.drain(..) {
if views.contains(&EntityId::from(shadow.view_id as u64)) {
let order = &prev_scene.orders_by_layer[&shadow.layer_id];
self.insert(&order, shadow);
}
}
impl Scene {
pub fn paths(&self) -> &[Path<ScaledPixels>] {
&self.paths
for quad in prev_scene.quads.drain(..) {
if views.contains(&EntityId::from(quad.view_id as u64)) {
let order = &prev_scene.orders_by_layer[&quad.layer_id];
self.insert(&order, quad);
}
}
for path in prev_scene.paths.drain(..) {
if views.contains(&EntityId::from(path.view_id as u64)) {
let order = &prev_scene.orders_by_layer[&path.layer_id];
self.insert(&order, path);
}
}
for underline in prev_scene.underlines.drain(..) {
if views.contains(&EntityId::from(underline.view_id as u64)) {
let order = &prev_scene.orders_by_layer[&underline.layer_id];
self.insert(&order, underline);
}
}
for sprite in prev_scene.monochrome_sprites.drain(..) {
if views.contains(&EntityId::from(sprite.view_id as u64)) {
let order = &prev_scene.orders_by_layer[&sprite.layer_id];
self.insert(&order, sprite);
}
}
for sprite in prev_scene.polychrome_sprites.drain(..) {
if views.contains(&EntityId::from(sprite.view_id as u64)) {
let order = &prev_scene.orders_by_layer[&sprite.layer_id];
self.insert(&order, sprite);
}
}
for surface in prev_scene.surfaces.drain(..) {
if views.contains(&EntityId::from(surface.view_id as u64)) {
let order = &prev_scene.orders_by_layer[&surface.layer_id];
self.insert(&order, surface);
}
}
}
pub(crate) fn batches(&self) -> impl Iterator<Item = PrimitiveBatch> {
BatchIterator {
shadows: &self.shadows,
shadows_start: 0,
shadows_iter: self.shadows.iter().peekable(),
quads: &self.quads,
quads_start: 0,
quads_iter: self.quads.iter().peekable(),
paths: &self.paths,
paths_start: 0,
paths_iter: self.paths.iter().peekable(),
underlines: &self.underlines,
underlines_start: 0,
underlines_iter: self.underlines.iter().peekable(),
monochrome_sprites: &self.monochrome_sprites,
monochrome_sprites_start: 0,
monochrome_sprites_iter: self.monochrome_sprites.iter().peekable(),
polychrome_sprites: &self.polychrome_sprites,
polychrome_sprites_start: 0,
polychrome_sprites_iter: self.polychrome_sprites.iter().peekable(),
surfaces: &self.surfaces,
surfaces_start: 0,
surfaces_iter: self.surfaces.iter().peekable(),
pub fn finish(&mut self) {
let mut orders = vec![0; self.layers_by_order.len()];
for (ix, layer_id) in self.layers_by_order.values().enumerate() {
orders[*layer_id as usize] = ix as u32;
}
for shadow in &mut self.shadows {
shadow.order = orders[shadow.layer_id as usize];
}
self.shadows.sort_by_key(|shadow| shadow.order);
for quad in &mut self.quads {
quad.order = orders[quad.layer_id as usize];
}
self.quads.sort_by_key(|quad| quad.order);
for path in &mut self.paths {
path.order = orders[path.layer_id as usize];
}
self.paths.sort_by_key(|path| path.order);
for underline in &mut self.underlines {
underline.order = orders[underline.layer_id as usize];
}
self.underlines.sort_by_key(|underline| underline.order);
for monochrome_sprite in &mut self.monochrome_sprites {
monochrome_sprite.order = orders[monochrome_sprite.layer_id as usize];
}
self.monochrome_sprites.sort_by_key(|sprite| sprite.order);
for polychrome_sprite in &mut self.polychrome_sprites {
polychrome_sprite.order = orders[polychrome_sprite.layer_id as usize];
}
self.polychrome_sprites.sort_by_key(|sprite| sprite.order);
for surface in &mut self.surfaces {
surface.order = orders[surface.layer_id as usize];
}
self.surfaces.sort_by_key(|surface| surface.order);
}
}

View file

@ -231,7 +231,7 @@ impl AnyView {
cx.with_absolute_element_offset(origin, |cx| {
let (layout_id, mut rendered_element) = (self.request_layout)(self, cx);
cx.compute_layout(layout_id, available_space);
rendered_element.paint(cx);
cx.with_view_id(self.entity_id(), |cx| rendered_element.paint(cx));
})
}
}

View file

@ -7,9 +7,9 @@ use crate::{
Model, ModelContext, Modifiers, MonochromeSprite, MouseButton, MouseMoveEvent, MouseUpEvent,
Path, Pixels, PlatformAtlas, PlatformDisplay, PlatformInputHandler, PlatformWindow, Point,
PolychromeSprite, PromptLevel, Quad, Render, RenderGlyphParams, RenderImageParams,
RenderSvgParams, ScaledPixels, Scene, SceneBuilder, Shadow, SharedString, Size, Style,
SubscriberSet, Subscription, Surface, TaffyLayoutEngine, Task, Underline, UnderlineStyle, View,
VisualContext, WeakView, WindowBounds, WindowOptions, SUBPIXEL_VARIANTS,
RenderSvgParams, ScaledPixels, Scene, Shadow, SharedString, Size, Style, SubscriberSet,
Subscription, Surface, TaffyLayoutEngine, Task, Underline, UnderlineStyle, View, VisualContext,
WeakView, WindowBounds, WindowOptions, SUBPIXEL_VARIANTS,
};
use anyhow::{anyhow, Context as _, Result};
use collections::{FxHashMap, FxHashSet};
@ -289,7 +289,7 @@ pub(crate) struct Frame {
pub(crate) element_states: FxHashMap<GlobalElementId, ElementStateBox>,
mouse_listeners: FxHashMap<TypeId, Vec<(StackingOrder, EntityId, AnyMouseListener)>>,
pub(crate) dispatch_tree: DispatchTree,
pub(crate) scene_builder: SceneBuilder,
pub(crate) scene: Scene,
pub(crate) depth_map: Vec<(StackingOrder, Bounds<Pixels>)>,
pub(crate) z_index_stack: StackingOrder,
pub(crate) next_stacking_order_id: u32,
@ -305,7 +305,7 @@ impl Frame {
element_states: FxHashMap::default(),
mouse_listeners: FxHashMap::default(),
dispatch_tree,
scene_builder: SceneBuilder::default(),
scene: Scene::default(),
z_index_stack: StackingOrder::default(),
next_stacking_order_id: 0,
depth_map: Default::default(),
@ -322,6 +322,7 @@ impl Frame {
self.depth_map.clear();
self.next_stacking_order_id = 0;
self.reused_views.clear();
self.scene.clear();
}
fn focus_path(&self) -> SmallVec<[FocusId; 8]> {
@ -1028,7 +1029,7 @@ impl<'a> WindowContext<'a> {
let mut shadow_bounds = bounds;
shadow_bounds.origin += shadow.offset;
shadow_bounds.dilate(shadow.spread_radius);
window.next_frame.scene_builder.insert(
window.next_frame.scene.insert(
&window.next_frame.z_index_stack,
Shadow {
view_id: view_id.as_u64() as u32,
@ -1053,7 +1054,7 @@ impl<'a> WindowContext<'a> {
let view_id = self.active_view_id();
let window = &mut *self.window;
window.next_frame.scene_builder.insert(
window.next_frame.scene.insert(
&window.next_frame.z_index_stack,
Quad {
view_id: view_id.as_u64() as u32,
@ -1081,7 +1082,7 @@ impl<'a> WindowContext<'a> {
let window = &mut *self.window;
window
.next_frame
.scene_builder
.scene
.insert(&window.next_frame.z_index_stack, path.scale(scale_factor));
}
@ -1106,7 +1107,7 @@ impl<'a> WindowContext<'a> {
let view_id = self.active_view_id();
let window = &mut *self.window;
window.next_frame.scene_builder.insert(
window.next_frame.scene.insert(
&window.next_frame.z_index_stack,
Underline {
view_id: view_id.as_u64() as u32,
@ -1162,7 +1163,7 @@ impl<'a> WindowContext<'a> {
let content_mask = self.content_mask().scale(scale_factor);
let view_id = self.active_view_id();
let window = &mut *self.window;
window.next_frame.scene_builder.insert(
window.next_frame.scene.insert(
&window.next_frame.z_index_stack,
MonochromeSprite {
view_id: view_id.as_u64() as u32,
@ -1216,7 +1217,7 @@ impl<'a> WindowContext<'a> {
let view_id = self.active_view_id();
let window = &mut *self.window;
window.next_frame.scene_builder.insert(
window.next_frame.scene.insert(
&window.next_frame.z_index_stack,
PolychromeSprite {
view_id: view_id.as_u64() as u32,
@ -1261,7 +1262,7 @@ impl<'a> WindowContext<'a> {
let view_id = self.active_view_id();
let window = &mut *self.window;
window.next_frame.scene_builder.insert(
window.next_frame.scene.insert(
&window.next_frame.z_index_stack,
MonochromeSprite {
view_id: view_id.as_u64() as u32,
@ -1300,7 +1301,7 @@ impl<'a> WindowContext<'a> {
let view_id = self.active_view_id();
let window = &mut *self.window;
window.next_frame.scene_builder.insert(
window.next_frame.scene.insert(
&window.next_frame.z_index_stack,
PolychromeSprite {
view_id: view_id.as_u64() as u32,
@ -1323,7 +1324,7 @@ impl<'a> WindowContext<'a> {
let content_mask = self.content_mask().scale(scale_factor);
let view_id = self.active_view_id();
let window = &mut *self.window;
window.next_frame.scene_builder.insert(
window.next_frame.scene.insert(
&window.next_frame.z_index_stack,
Surface {
view_id: view_id.as_u64() as u32,
@ -1337,6 +1338,7 @@ impl<'a> WindowContext<'a> {
}
pub(crate) fn reuse_geometry(&mut self) {
println!("reusing geometry");
let view_id = self.active_view_id();
let window = &mut self.window;
let grafted_view_ids = window
@ -1407,6 +1409,11 @@ impl<'a> WindowContext<'a> {
});
}
self.window.dirty_views.clear();
self.window.next_frame.scene.insert_views_from_scene(
&self.window.next_frame.reused_views,
&mut self.window.rendered_frame.scene,
);
self.window.next_frame.scene.finish();
self.window
.next_frame
@ -1454,8 +1461,6 @@ impl<'a> WindowContext<'a> {
.retain(&(), |listener| listener(&event, self));
}
let scene = self.window.rendered_frame.scene_builder.build();
// Set the cursor only if we're the active window.
let cursor_style = self
.window
@ -1469,7 +1474,9 @@ impl<'a> WindowContext<'a> {
self.window.drawing = false;
ELEMENT_ARENA.with_borrow_mut(|element_arena| element_arena.clear());
self.window.platform_window.draw(&scene);
self.window
.platform_window
.draw(&self.window.rendered_frame.scene);
}
/// Dispatch a mouse or keyboard event on the window.